namespace Table.DataModel
{
    public class TableSailorModel
    {
        /// <summary>
        ///模型Id
        /// </summary>
        public int ModelId;
        /// <summary>
        ///模型名
        /// </summary>
        public string ModelRes;
        /// <summary>
        ///是否有完整的动作
        /// </summary>
        public int IsMain;
        /// <summary>
        ///是否有低模存在  1:有  0:没有
        /// </summary>
        public int IsHaveLowModel;
        /// <summary>
        ///缩放比率
        /// </summary>
        public double ModelScale;
        /// <summary>
        ///城镇待机高度
        /// </summary>
        public double StandHeight;
        /// <summary>
        ///战斗场景高度
        /// </summary>
        public double Height;
        /// <summary>
        ///模型半径
        /// </summary>
        public double Radius;
        /// <summary>
        ///默认被选择的Bone
        /// </summary>
        public string DefaultFoundBone;
        /// <summary>
        ///0:普通  1:瞬移
        /// </summary>
        public int RushJumpbType;
        /// <summary>
        ///向前冲动作开始
        /// </summary>
        public double RushAniStartTime;
        /// <summary>
        ///向前冲动作结束
        /// </summary>
        public double RushAniStopTime;
        /// <summary>
        ///开始前冲动作特效，不填默认18
        /// </summary>
        public int RushParticle;
        /// <summary>
        ///结束前冲动作特效
        /// </summary>
        public int RushEndParticle;
        /// <summary>
        ///回跳动作开始
        /// </summary>
        public double JumpbStartTime;
        /// <summary>
        ///回跳动作结束
        /// </summary>
        public double JumpbStopTime;
        /// <summary>
        ///开始回跳动作特效
        /// </summary>
        public int JumpbParticle;
        /// <summary>
        ///结束回跳动作特效
        /// </summary>
        public int JumpbEndParticle;
        /// <summary>
        ///死亡动作持续时长
        /// </summary>
        public double DeathDuration;
        /// <summary>
        ///招募相机X
        /// </summary>
        public float RecruitCamX;
        /// <summary>
        ///招募相机Y
        /// </summary>
        public float RecruitCamY;
        /// <summary>
        ///招募相机Z
        /// </summary>
        public float RecruitCamZ;
        /// <summary>
        ///招募模型大小
        /// </summary>
        public float RecruitScale;
        /// <summary>
        ///特效是否受到星级影响
        /// </summary>
        public int[] IsPlayerSceneParticle;
        /// <summary>
        ///场景模型常驻特效
        /// </summary>
        public int[] ParticleIds;
        /// <summary>
        ///场景模型常驻特效参数
        /// </summary>
        public string[] ParticleArgs;
        /// <summary>
        ///添加材质球的数据，强烈建议不使用
        /// </summary>
        public string AdditionMaterialArgs;
        /// <summary>
        ///押送特效
        /// </summary>
        public int[] BeConvoyParticleIds;
        /// <summary>
        ///押送特效参数
        /// </summary>
        public string[] BeConvoyParticleArgs;
        /// <summary>
        ///模型展示动画
        /// </summary>
        public string DisplayAni;
        /// <summary>
        ///场景中Run02动作间隔
        /// </summary>
        public double Run02DetalValue;
        /// <summary>
        ///场景中切换Run02动作条件 格式：星级&&后续扩展条件
        /// </summary>
        public string[] SwitchRun02Condition;
        /// <summary>
        ///死亡展示类型 0: normal 1:particledeath  2:cameraDeath
        /// </summary>
        public int DeathShowType;
        /// <summary>
        ///
        /// </summary>
        public string DeathShowArgs;
        /// <summary>
        ///是否为巨大体型 0不是 1是 默认0
        /// </summary>
        public int IsHuge;
        /// <summary>
        ///
        /// </summary>
        public float HugeModelViewScale;
        /// <summary>
        ///
        /// </summary>
        public float HugeModelHpBarHeight;
        /// <summary>
        ///模型特殊类型
        /// </summary>
        public int SpecialType;
    }
}
